Difference between revisions of "Donkey Kong:ROM map"
Jump to navigation
Jump to search
m (No "I") |
Customfiber (talk | contribs) (Added IRQ vectors, demo movement info and started text data) |
||
Line 4: | Line 4: | ||
= DATA = | = DATA = | ||
+ | |||
+ | == Interrupt Vectors == | ||
+ | |||
+ | * <tt>FFFA to FFFB</tt> = NMI Vector: C85F | ||
+ | * <tt>FFFC to FFFD</tt> = Reset Vector: C79E | ||
+ | * <tt>FFFE to FFFF</tt> = IRQ Vector: FFF0 | ||
== Game Variables == | == Game Variables == | ||
+ | * <tt>C014 to C027</tt> = First element in the Array of demo Mario moves. Determines his direction | ||
+ | * <tt>C028 to C03B</tt> = Second element of above array. Determines how many times to repeat direction in first element | ||
+ | * <tt>C600 to C603</tt> = Values of Bonus given | ||
* <tt>D636</tt> = Amount of time hammer has (4B) | * <tt>D636</tt> = Amount of time hammer has (4B) | ||
Line 22: | Line 31: | ||
* <tt>FA2A to FA36</tt> = (M)(BONUS)(L) | * <tt>FA2A to FA36</tt> = (M)(BONUS)(L) | ||
* <tt>FA37 to FA44</tt> = ( )( )( ) | * <tt>FA37 to FA44</tt> = ( )( )( ) | ||
+ | |||
+ | === Text === | ||
+ | |||
+ | * <tt>C6AA to C6C1</tt> = PLAYER I in middle of screen(two player mode) | ||
+ | * <tt>C6C2 to C6E0</tt> = GAMER OVER in middle of screen with a blank line above and below | ||
= CODE = | = CODE = | ||
* <tt>EBBB to EBC3</tt> = Sub that will change 0096(Mario's status) to FF(Dead) if no time is left | * <tt>EBBB to EBC3</tt> = Sub that will change 0096(Mario's status) to FF(Dead) if no time is left | ||
+ | * <tt>EBBB to EBC3</tt> = Sub that loads data for demo movement of Mario from ROM to RAM | ||
{{stub}} | {{stub}} |
Revision as of 12:00, 27 December 2005
The following article is a ROM map for Donkey Kong.
PRG ROM is mapped from C000 to FFFF. All the addresses below correspond to this. In order to find the data in a .nes file simply subtract BFEF from the values below. A simple method is to change the first digit to 0, 1, 2 or 3 depending if it is C, D, E or F repectivley. Then increase the result by 10 to compensate for the 8 byte header. I.E. C000 = 0010, D2F8 = 1308, etc.
DATA
Interrupt Vectors
- FFFA to FFFB = NMI Vector: C85F
- FFFC to FFFD = Reset Vector: C79E
- FFFE to FFFF = IRQ Vector: FFF0
Game Variables
- C014 to C027 = First element in the Array of demo Mario moves. Determines his direction
- C028 to C03B = Second element of above array. Determines how many times to repeat direction in first element
- C600 to C603 = Values of Bonus given
- D636 = Amount of time hammer has (4B)
Graphics
Backgrounds(Name Table Data)
- F8F5 to FA1A = Title Screen
- F58C to F71B = Zone 1
- F809 to F8D8 = Zone 2
- F743 to F7CC = Zone 3
- FA1B to FA1E = I-
- FA1F to FA24 = TOP
- FA25 to FA29 = II-
- FA2A to FA36 = (M)(BONUS)(L)
- FA37 to FA44 = ( )( )( )
Text
- C6AA to C6C1 = PLAYER I in middle of screen(two player mode)
- C6C2 to C6E0 = GAMER OVER in middle of screen with a blank line above and below
CODE
- EBBB to EBC3 = Sub that will change 0096(Mario's status) to FF(Dead) if no time is left
- EBBB to EBC3 = Sub that loads data for demo movement of Mario from ROM to RAM